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"Hellites, Honour Guards of the Rulers of Abyss, are creatures of pure evil. Like a wraith, it seeks its prey; Like death, it comes...For the day shalt come when it roams free again in the Mortal Realm, and bring back calamity once more..."

- Book of Legends

♨ϧ Hellites ϧ♨

"I wanted to see one...And I was fool to had wished for it..."

- Alex, DragonSlayer

Basic Information:

HP: Not Known

MP: Not Known

ATK: 7'000 [Melee]

DEF: 12'000

Speed: 120

Abilities:

Cast Doom|Nation[Spell]A spell of pure evil that rains death to those who comes into contact with it...

Links Updated. All Links are now fully supported by our new Blog list which will show when was the last time the website was updated. Despite this, a minority of the links are still not reflected on this website because they're closed due to inactivity. (maybe I should remove them..Hahas..) Heck, maybe I should remove personal blogs from this list...Will consider. Update: Alright! I decided, removing personal blog links...

The song played has been changed to "Ghost Blood" - Pandora Hearts OST

Secret War Journals now only show one entry at a time. To view older entires, either click on the bottom older Posts or use the archives. This change is due to longer loading time from overwhelming posts being shown in one page. The previous version showed 50 entries at one go.

Edited "|->>Navigation Help<<-|" Section. Visitors to this website are no longer referred to as "Fans" but "Mortals".

Added Singapore National Day Countdown Timer in "Upcoming Events" Section to raise awareness of Singapore's coming Birthday on August.

*--This is a rather short update since most of the bugs from the new layout is fixed. Hence, the monthly updates will end with this. Details about the next update will be notified to you through the "Upcoming Events" Section.

"The Priest of the Abyss, called ChanceLot by the Mortals, play a major role in securing royalties of the Abyss to the Satans. From Blood rituals to bloodbaths, it is not uncommon for Priests to be nearby..."

- Book of Legends

♠ChanceLot♠

"Gamblers of Luck, they are. They're like clowns and jesters fooling around with you. But only fools will take them lightly so. One misstep, you will wish you were never born..."

- Alex, DragonSlayer

Basic Information:

HP: 2'000

MP: 1'000'000

ATK: 10 [Ranged]

DEF: 5'000

Speed: 50

Abilities:

Cast UnholyFortune[Spell]Blessed by the Satans, the ChanceLot is ready than ever to do Battle...

Cost 100 MP to cast.

+15% Chance for all Spells Abilities that involve chances.

+30 Luck to all nearby allies.

Spell lasts indefinitely until battles concludes or Caster dies.

War Spell [Spell]Wielders of Magic, Chancelots can also be Battle Mages.

Cost 100 MP to cast.

50% chance to invoke Corrupted Spit on a target which deals 500Darkness Damage.

40% chance to cast Hands from Abyss on a target which deals 500 Darkness Damage and stuns target for one turn.

20% Chance to shout War Cry, +15% ATK of all allies for next 3 turns.

10% Chance to cast Time Freeze for 1 turn, all enemies loses their next turn.

No more than one Spell effects may occur in one casting.

Enhancement Spells [Spell]They gamble with life to suit their needs.

Cost 100 MP to cast.

50% Chance to have no effect whatsoever.

30% Chance to become invincible until the next 2 turns.

10% Chance to recover 1'000 Mana.

10% Chance to regain 1'000 HP.

More than one Spell effects may occur in one casting.

Gambling Addict [Passive]Due to its gambling habits, it is not uncommon for it to lose something precious.

20% Chance to inflict 200 damage to oneself after casting spell.

No effect if Caster is invincible.

Fallen Grace [Passive]Death of Chancelots are totally intolerable in the eyes of the Satans.

Blows up upon death, deals 2'000 Fire Damage to all units.

♣Higher ChanceLot♣

"That was an Higher ChanceLot?! I did not notice at all."

- Alex, DragonSlayer

Basic Information:

HP: 2'000

MP: 5'000'000

ATK: 100[Ranged]

DEF: 10'000

Speed: 100

Abilities:

Cast UnholyFortune[Spell]Blessed by the Satans, the ChanceLot is ready than ever to do Battle...

Cost 100 MP to cast.

+15% Chance for all Spells Abilities that involve chances.

+30 Luck to all nearby allies.

Spell lasts indefinitely until battles concludes or Caster dies.

War Spell Lv.2 [Spell]Wielders of Magic, Chancelots can also be Battle Mages.

Cost 200 MP to cast.

60% chance to cast Hands from Abyss on a target which deals 500 Darkness Damage and stuns target for one turn.

30% chance to invoke Corrupted Spit on a target which deals 500Darkness Damage.

20% Chance to shout War Cry, +15% ATK of all allies for next 3 turns.

20% Chance to cast Time Freeze for 1 turn, all enemies loses their next turn.

Fixed a bug which was discovered before Build Vers.3.0.0.1i where the icon next to "Projects" in Links Bar cannot be viewed in IE8.0 and below. The icon image format had since been changed to be viewable in all internet browsers.

The New Image icon for "Projects" introduced in Build Vers.3.0.0.1i has been optimised for better performance and loading time when being download and rendered in Internet Browsers. Original Image Size: 64.6KB. New Image Size: 1.89KB.

The Elemental Realm is basically governed by a Council of Three, followed by the ClanMaster's Guild. Together together they maintained Law and Order in Elemental Realm.The Council of Three

High King

The ruler of the Elemental Realm is also the head of the Council of Three. The High King, or known to Mortal Realm-ers as the Elemental King, is above the law and rules for eternity till death or disposed.The High King has the power to dissolve the Council as he see fits. The High King has ultimate veto powers.

The Current High King in Elemental Realm is currently not known, as of posting.

High Lords

The remaining two members of the Council of Three would be the High Lords. The High Lords are appointed from the ClanMaster's Guild to represent the ClanMaster's Guild in the general interest of Elemental Realm. The High Lords are traditionally changed every 2 years in Elemental Realm Time Format. However, the High King may also dissolve the Council to demand a change of High Lords appointed in the Council.

It is known that the High King, however, cannot appoint the High Lords. The High Lords are nominated by the Lords in the ClanMaster's Guild. High Lords need not be Lords.

High Lords report directly to the High King and is above Guild's Laws. The High Lordshave veto powers in the ClanMaster's Guild.

The current High Lords is rumoured to have originated from the Darkness Clan and the Earth Clan.ClanMaster's GuildThe ClanMaster's Guild is formed after the Clan Wars dated ER.118 when the Treaty of Magic Unity was signed.The ClanMaster's Guild consist of Clan Leaders from each individual clans and no clans are excluded.

High Lords of Magic

See above "High Lords" under "Council of Three" Section

Lords of Magic

More commonly called short for Lords in Elemental Realm, these are Clan Leaders who are honoured for their clan's heroic deeds during the Clan Wars or grand contribution to the Realm.The six Lords are the Clan Leaders of the Main Elements of Magic.Namely - Fire, Water, Ice, Lightning, Earth, Light, Darkness.

Lords are in-charge of the operations of the ClanMaster's Guild and formulate and execute laws to maintain Law and Order in Elemental Realm. Due to the nature of the Sacred Clans, each would not support the other's bias law policy which do not benefit all, save the policymaker's Clans.

Lords serve the Guild till death.It is stated that Lords cannot be High Lords.

Clan Leaders

See below "Clan Leader" under "Elemental Clans" SectionElemental ClansFurther down the Hierarchy comes each individual clans. Each clan have a elected leader and specialise in a element.

Clan Leader

The Clan Leader need not have any special or royal background. Depending on the Clans, some are chosen for their strength, wisdom, and even age. For example, the Fire Clan chooses their leader with the greatest strength; the Earth Clan leaders for one's wisdom.

A Clan leader is expected to be able to lead and manage one's clan and act in the interest of the Clan. Throughout history, self-centred leaders were often disposed without delays with a new Clan Leader chosen within days.

A Clan Leader is also expected to be a member of the ClanMaster's Guild so as to have a say in the State Affairs in Elemental Realm. It is considered a grave offence for a Clan Leader to be not a member of the ClanMaster's Guild and they will be treated as outcasts and sentenced to death.

Clan Members

Every Elemental Realm-ers are a member of a clan. At the age of maturity, they will be given a choice to ask for permission for entry from the clan of their preferred choice. Often, the requests are not refused.Once granted membership of a clan, a clan member is not allowed to swear fealty to any other clans.In addition, a clan member is not allowed to learn more than one element-based spells. It is considered a grave offence by the ClanMaster's Guild and no exceptions had ever been made.

"The idea behind the summoning of the flesh golems had been the milestone to breaking the traditional idea of the presence of rock in a golem. The dark wizards came together and used the corpses they had gathered to create an abomination which would listen to their commands. However, once the dark wizards are long gone, came the reckoning of the master-less flesh golems before it was finally banished to the Abyss..."

- Book of Legends

"Flesh Golems, as compared to the Rotting Golems, are weaker in many sense. Flesh Golems are simply made of human flesh, magically strengthened to withstand strong attacks from its opponents. Once the seal that bind the pieces of flesh are broken, it self-destructs in a harmless fashion."

"Rotting Golems are feared for its brutality and aggressiveness. It is considered a miracle if one is to go near and comes back. However, despite this, Rotting Golems are a bloated form of its weaker cousin - Flesh Golems."

- Alex, DragonSlayer

Basic Information:

HP: 5000

MP: 100

ATK: 0 [MELEE]

DEF: 10

Speed: 5

Abilities:

Unholy Rot [Passive]Even the smell of them would make you wish you hadn't smelled it. *Vomit*

Deals 500 damage per turn to all units in a 1m radius.

Rotting Golems are immune to this.

Does not affect Mechanical units.

Affects items[Organic].

Body Slam [Spell]

Cost 0 MP to cast.

Deals damage equivalent to its current health to its victims.

Kills the Rotting Golem and causes an explosion which deals 1000 Fire Damage to units in 0.5m radius.

50% Chance of stunning affected units for 3 turns; also moves them 10m away from source of explosion.

Summon Spiked Club[Spell]

Cost 10 MP to cast; 3 turns cooldown

Has 1500 HP; Can be affected byUnholy Rot.

Temporarilyincreases user's ATK by 500; this is in effect as long as it is equipped.

After much persuasion and pressure from several divisions and communities, the RepublicCouncil has finally given us the nod to release the details of the secret message that was sent over to them allegedly from the Grandmaster of OZ).

Our guess were right, the previous text that we published earlier were just an fragment of the message. The Republic had apparently divided messages into parts so as to prevent thieves, such as those who got hold of the first part, from understanding the full message intended for the recipients.

The Republic have, of course, generously supplied us the entire message so as to give a full and detailed report on it. The full message is rather written in a haste and therefore, it is not very logical of us to show them here. As we can see from the first part already, the author used a lot of acronyms. As such, after interpreting the message, we believe that:

The Abyssia Army had reached Elemental Realm

Apparently, not everyone there supported the presence of the Abyssia Army

Plan to stir some commotion to create a divided state with two camps:

Those who supported the rule of the Abyss

Those who oppose the rule of the Abyss

The ulterior motive is to sought for allies in there and ultimately buy time for us to build up defences.

There, we have summarised one-lengthy-page message into a few points!

Hopefully, which is the Republic's and our's objective, this has helped in understanding what lies ahead for us.

Re-added "Contributors" Section which was accidentally lost when moving over to the new layout and went unnoticed until recently.

Edited "Entries" section to include 'The date the entry was posted' to inform readers when it was posted, including time. This was previously removed from the change of template which led to some confusion among readers.

Changed layout for "Upcoming Events" Section. This change is to suit the new theme of the website layout.

Added a text string of "--" after the Entry title and Date to signal the start of the entry's content body. This is to avoid confusion since the colour of both texts are similar.

War efforts are under way for a few weeks now and many are starting to doubt the feasibility of war.

Then at this dark times, came a message from the Elemental Realm:

This is Grandmaster from OZ). Abyssia Army reached E.Gates, will try to buy time

The message is not very detailed and had caused some sort of commotion on its reliability. Nevertheless, this message was leaked out by the Voluntary Intelligence Branch which stole the message from its intended recipient.Which means that we have actually no permission to publish this publicly but we were getting bored from the silent press, which were revealing nothing.However, case in mind, there's another possibility, this could just be the first part of the message. Like I say, this is all guesswork but one thing's for sure, or so we hope, war is upon us.

The signs are clear, even without the latest retrieval of the secret message, tribes are gathering arms, sparking some sort of arms race. Whether it was out of fear of the Abyssia Army or the fear of being outgunned by other tribes, war will ignite sooner or later. The crisis now is about whether a war occur between the tribes or a united voice against the looming Abyssia Army.

Improved "---Link Highway Web---", it now support Favicon icon preview for selected sites. It also states when the site was last updated for selected sites.

Merged Sections

"Best Viewed in" Image removed as it is no longer needed.

Navbar hidden from sight, it is now placed 30px above the searchbox. (Sad to say...)

Removed several code snippets(that is not needed for the website to function)

And much much more!!!

*--In-line with Combineset's 10th Birthday, we're changing our website's layout design(yes, like finally..)Like Combineset, this website has changed much since its creation with this latest change, we're moving from the notebook theme to LightHouse Theme to SunRay Theme.Together with the Combineset Expiry Board, the websites get a major makeover with better functions and hopefully faster loading times!

Of course, I will have to thank those who beta-test the layout beforehand, they helped in making this change a success! ^^

Lastly, I, on the behalf of Combineset.co, thank you all for the support for the past 10 years!!!

"Known by many as the Lords of the Night Sky, these blood drinkers once almost dominated the entire of Mortal Realm before the combined might of the gods sealed them away into the Abyss. Once there, the nobles made a pact with the Boundless, thus becoming the creatures of the Abyss. Henceforth, they were known in the Legends as Vampires..."

- Alex, DragonSlayer

ΘVampireΘ

"Vampires have a ancient caste system that lived to this day. Generally, there are two main caste: The Nobles and the Mixed Blood. The Vampires are often referred to the Mixed Blood, not the nobles. Calling a Noble a Vampire was considered a insult."

- Book of Legends

"In the year that followed the exile of the Vampires, the Vampires had begun to appear in the battlefield, serving the Abyssia Empire which aims nothing but destruction. These vampires are like assassins, taking out targets far ahead to cause panic among the enemy while the main force pushes through. They're known for their inhumane speed and stealth. "

- Alex, DragonSlayer

Basic Information:

HP: 1000

MP: 500

ATK: 1000 [MELEE]

DEF: 150

Speed: 50

Abilities:

Cast Bloodlust [Passive]Vampires are blood drinkers, thus it is natural for them to thirst for blood.

After each successive attack, there is a 20% chance for the Vampire to gain 20 speed and 200 ATK for the next turn.

Lifesteal [Passive]

The Vampiregains health from 10% of the damage it dealt.

Mist Form [Spell]It is unknown how vampires are able to seemingly turn into thin air and re-materialise but that's what makes Vampires truly close to immortality.

Cost 100 MP to cast.

Turns into a mist and gain9000 speed for that turn, allowing the Vampire to travel a great distance within that same turn.

The vampire is invulnerable during this period.

This spell can be cast during the defence phase.

Cast BloodFang [Spell]Do not get hit by the fangs of a vampire. It is lethal.

Cost 100 MP to cast.

15% Chance to successfully cast BloodFang after each successive attack to inject poison that deals 5000 poison impact damage and deals 1000 poison damage subsequently each turn for a duration of 10 turns.

ΞVampire KnightΞ

"The Nobles, on the hand, having made a pact with the Boundless, was granted grand post and powers in return."

- Book of Legends

"Vampire Knights are the Nobles in the vampire Society. They are well-versed in magic and swordsmanship. Thankfully, they are rarely seen in the battlefields, choosing to enjoy their grand life instead. If seeing vampires in the battlefield is bad, spotting a single vampire knight foretells doom for their enemy."

- Alex, DragonSlayer

Basic Information:

HP: 2000

MP: 1000

ATK: 1500 [MELEE]

DEF: 2000

Speed: 50

Abilities:

Cast Bloodlust [Passive]Vampires are blood drinkers, thus it is natural for them to thirst for blood.

After each successive attack, there is a 10% chance for the Vampire Knight to gain 20 speed and 200 ATK for the next turn.

Lifesteal [Passive]

The Vampire Knightgains health from 20% of the damage it dealt.

Cast Enchant Armour [Spell]Makes the armour close to indestructible by enchanting it with Abyssia Magick.

Cost 200 MP to cast.

Increases defence of the Vampire Knight to 4000 for 5 turns.

Cast Blood Pact [Passive]The Nobles are the one who made a pact with the Boundless, this pact grants them strange powers that makes them close to being an immortal.

For every health point lost, the Vampire Knight gains 1 MP.

Cast Blood Ritual [Spell]The pact with the Boundless included the teachings of forbidden blood magic.

The Vampire Knightburns 100HP of their own to recover all its lost health points to attain full health points.

"Zombies in the Abyss Army are counterparts to our infantry in our armies. The Abyss Army uses them mostly for tanking purposes and as meat shields to shield the damage to bait time for the heavy assault troops to deal the real damage to their enemies."

- Alex, DragonSlayer

ϿChained ZombieϾ

"Though generally similar in appearance compared to its Mortal Realm cousins, they are anything but the zombies that we fought in everyday life. Being different in appearance only by the sight of chains and seemingly unstoppable, one could take an eternity just to take down one. Hence, often enough, it is easy to know who is more experienced with the dealings of these beings when they leave the zombies to the last to slay in a fierce battle."

- Alex, DragonSlayer

Basic Information:

HP: 1000

MP: 100

ATK: 900 [MELEE]

DEF: 75

Speed: 10

Abilities:

Cast Firebomb [Spell]The caster creates a firebomb and throws it towards a target area dealing fire damage to the affected units.

Chains of Abyss [Passive]Using abyssia magicks unknown to mortals, its claws can forge a brief of mana link between its prey and drain the prey's mana.

20% chance of draining 400 or less mana and gain 25% of the drained mana after each successive attacks.

Decay Aura [Passive]The body of the living dead carries a pungent and corrosive odour that burns every living thing it touches.

Area of Effect: 5m

-100 HP per (second or turn)

Creatures of the Abyss are immune.

Cannot stack with other Decay Aura

High Health Regeneration [Passive]Chained Zombies have higher health regeneration rates than its Mortal Realm cousins, allowing them to recover 100 HP after each turn(or second)

Resurrection [Passive]Abyssia Zombies are designed to be hardy, hence their health regeneration is so high that they can rise once more to do battle after being defeated.

50% Chance of reviving after death.

ΐ Tormented Zombie ΐ

"Visibly different from other zombies with runes engraved into its torso and shoulders, they're believed to be once educated people before being turned into a creature of the Abyss. Tormented Zombies are of higher intelligence than Chained Zombies and are capable of casting more higher level spells."

- Alex, DragonSlayer

Basic Information:

HP: 800

MP: 1000

ATK: 100 [Ranged]

DEF: 50

Speed: 10

Abilities:

Cast Dearmourification [Spell]As the Tormented Zombie are often disadvantaged by their low defence rating, they invented ways to make the fight to a fairer.

Cost 200 MP to cast.

Lowers armour of affected units to the same defence rating as the Tormented Zombie for 5 turns.

Area of Effect:1m.

Cast Rejection [Spell]Calling upon the powers of the Abyss, the Tormented Zombie is able to summon up a concentrated area of dark wind that expands outwards from the targeted spot, causing devastating damage.

Cost 100 MP to cast.

One turn delay to prepare spell.

Deals 1000 darkness damage to all affected units.

Area of Effect:5m.

Pushes affected units 5m from the epicentre.

Chains of Abyss [Passive]Using abyssia magicks unknown to mortals, its claws can forge a brief of mana link between its prey and drain the prey's mana.

20% chance of draining 400 or less mana and gain 100% of the drained mana after each successive attacks.

Decay Aura [Passive]The body of the living dead carries a pungent and corrosive odour that burns every living thing it touches.

Area of Effect: 5m

-100 HP per (second or turn)

Creatures of the Abyss are immune.

Cannot stack with other Decay Aura

High Health Regeneration [Passive]Chained Zombies have higher health regeneration rates than its Mortal Realm cousins, allowing them to recover 100 HP after each turn(or second)

Resurrection [Passive]Abyssia Zombies are designed to be hardy, hence their health regeneration is so high that they can rise once more to do battle after being defeated.

Fixed Errors that will pop up when the music player attempts to start the music.

Internet Explorers currently do not support our integrated music player. However, we have provided a link for you guys to play it when you visit our website using Internet Explorer though there will be a big spacing of nothingness as that's where the music players should have appeared. Please do not ask why other websites are able to support Internet Explorers while we can't. The reason being is that you will notice that we are playing all the songs in full length, not 30 second preview; so there are limits to this privilege, so please bear with it. A better alternative is to use a compatible browser such as Mozilla Firefox.

Updated Playlists.

The Colour of the Music Players have been changed from white/blue theme to black/grey/white theme as the newer version only have this theme right now.

Updated "---Link Highway Web---" section

Improved some code structure.

*--So the main update is focused on the music player. Hope you guys will enjoy the new version that is available for you to listen to! ;)

However, news have finally arrived, after awaiting restlessly for several weeks. And the only one came back...

The authorities took their own sweet time before allowing us to publish this publicly. I personally believe that they were afraid that there would be a revolt or something. But anyway, without further ado, this is the report:

I have instructions from Lord Armageddon that Elemental Realm have fallen to the Abyss. The reasons were rather unclear but I believe that either the Elemental Realm had surrendered or the leaders of Elemental Realm had defected to the Abyss.

I am ordered to inform all of Mortal Realm that the party that have went to defend the Elemental Realm are now heading back home. No casualties were reported.

In a more personal tone, we had hardly fought anything apart from the ambushes that we encounter during the journey to the Elemental Realm through the portals.The creatures we fought were unlike anything we ever encountered. Our spells and weapons were ineffective in even hurting it. It was only with the help of Lord Armageddon and Grandmaster of OZ) that we managed to slay two of them.

Upon reaching the Elemental Realm, the guards outright refused our help. The Grandmaster of OZ) went in to negotiate, being the rare few who had contacts with Elemental Realm.As times passed and he did not return, Lord Armageddon entered and looked for him.Several days later, Lord Armageddon came back and gave me the above mentioned instructions. The grandmaster of OZ) was not with him.

There were rumours that the Grandmaster is working for the Elemental Realm but until evidence strongly suggests so, I will not make such a laughable claim.

On the final note, Lord Armageddon have strongly recommended that the forces of Mortal Realm to prepare its defence against Abyss as he strongly believes that after the Abyss Army will head for Mortal Realm after combining forces with Elemental Realm.

This report had led many to have more questions than answers as to our current situation. Until more information arrives, we can only guess.

The dawn of a new evil, and many deaths of those fighting against it, had led many thinking whether the younger generations are well-prepared for the forthcoming battles they might face.

As a result, after a conclusive secret meeting among personnel living on Tutorial Island, they have decided to include a new module of learning. Even after graduating from that island.

♮Neo Basics♮as of 10th April 2009[ETF]

Energy Boost

Unlocking one's energy limits for a brief period of time, the caster can perform extraordinary manoeuvre to suit his or her needs.

More info:

Learnt when player reaches LvL 100.

Mana Cost: 10*(speed of caster)

Effects:

Damage: 0~0

Speed Boost

Caster gains 150% of his or her speed for the next action made.

+5% chance to evade for next incoming attack. [Cannot stack](last 5 turns or until caster is attacked, whichever first)

Maximum Distance allowed for manoeuvre: (speed of caster)KM.

Notes:

Skill cannot be used for attacking purposes

Skill can be cast during defending phase in battle.

Skill can be used to perform stunts(i.e. high jump, running on wall, etc)

Skill can not be used for sliding or drifting of body.

Caster can dictate when to stop the skill.

Energy Strife

Unlocking one's energy limits for a brief period of time, the caster can slide or drift to evade line attacks or to quickly move through a narrow gap without delay.

More info:

Learnt when player reaches LvL 100.

Mana Cost: 5*(speed of caster)

Effects:

Damage: 0~25

Speed Boost

Caster gains 125% of his or her speed for the next action made.

LesserSkull Bash

In the event that during the skill is in effect and the caster collides with any object(be it living or non-living), the caster have a chance to initiate LesserSkull Bashfor 0 Mana. However, every object hit would reduce caster's temporary speed by 50, if caster's speed return back to base speed, the skill will cease effect.

Chance to initiate: (caster's INT)%, cannot exceed 100%.

Damage: Base Damage of Skill + 325

Chance to stun: 5.00%, independent of other factors.

Notes:

Skill can be cast during defending phase in battle.

Skill cannot be used to perform stunts(i.e. high jump, running on wall, etc)

Caster can dictate when to stop the skill.

Weakness Sense

With a glance of the caster's magically imbued scrying glass which reveals in detail, the elemental weakness of the target.

More info:

Learnt when player reaches LvL N1.

Mana Cost: 500 per target, maximum of 5 targets per turn per cast.

Effects:

Damage: 0~1

Caster gains knowledge of the target's elemental weakness.

Notes:

Spell does not work on divine creatures nor its counterparts(i.e. Class "L" creatures)

Removed a badge from Section "|\Badges/|" as it was deemed irrelevant.

Several CSS Tweaks made.

Several HTML Tweaks made.

Bug-fix for several scripts.

*--Please note that Flash 10 have some issues with the music player, throwing 1 error on startup and 2 errors before playing a song. Please bear with it while the coders at the Server-Side fixes it. So Sorry!Update on Bug[Music Player]It should be fixed.

Description:The released electrons numb your enemies' nerves, preventing them to use the usual amount of attack power as before.

Effects:

Lowers affected enemies' attack power by 5% [Stackable]

Temporary Effects(effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)

Level 2:

Mana Cost: 200 Mana

Area of Effect: 5m radius

Description:The increased released electrons further damage the enemies' nerves, slowing their ability to respond to threats and attacks as fast as before.

Effects:

Lowers affected enemies' attack power by 10% [Stackable]

Lowers affected enemies' speed by 10% [Stackable]

Temporary Effects(effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)

Level 3:

Mana Cost: 500 Mana

Area of Effect: Affects all enemies in battlefield

Description:The mastery of the arts of Electron flows enables the caster to fry the enemies' defences, making them more vulnerable to further attacks.

Effects:

Lowers affected enemies' attack power by 20% [Stackable]

Lowers affected enemies' defence rating by 20% [Stackable]

Lowers affected enemies' speed by 20% [Stackable]

Temporary Effects(effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)

Level 4:

Health Cost: 100 HP

Mana Cost: 1000 Mana

Area of Effect: Affects all enemies in battlefield

Description:Increasing the energies of the charged electrons to a dangerous level, the unleashed static discharge not only damages the enemies but also have a slight chance of making them lose a turn next round. However, the caster takes a penalty of 100 HP after casting due to the intense concentration of electrons gathered.

Effects:

Damages affected enemies by 100 Electric damage.

Lowers affected enemies' attack power by 25% [Stackable]

Lowers affected enemies' defence rating by 25% [Stackable]

Lowers affected enemies' speed by 25% [Stackable]

5% Chance to stun affected enemies.

Temporary Effects(effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)

Electron Punch

Charging nearby molecules as you prepare for the attack, you deal massive electrifying damage to your intended target.

Level 1:

Mana Cost: 200 Mana

Description:Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing pain.

Effects:

Deals 300 Electric Damage to target.

Lowers target's speed by 5% [Stackable] [Temporary Effect]

Knocks target back 1m.

Spell Mastery:

Double PunchIf caster's speed is above 1000, for an additional 200 Mana, the caster can cast an additional Electron Punch in the same turn.

Level 2:

Mana Cost: 500 Mana

Description:Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing pain.

Effects:

Deals 500 Electric Damage to target.

Lowers target's speed by 5% [Stackable] [Temporary Effect]

Knocks target back 2m.

Spell Mastery:

Double PunchIf caster's speed is above 1000, for an additional 500 Mana, the caster can cast an additional Electron Punch in the same turn.

Selective StrikeIf caster's INT is above 100, the caster will aim for the target's brain, giving a 5% Chance to make the target loses one turn for the next round.

Level 3:

Mana Cost: 1000 Mana

Description:Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing pain.

Effects:

Deals 1000 Electric Damage to target.

Lowers target's speed by 5% [Stackable] [Temporary Effect]

Knocks target back 5m.

Spell Mastery:

Double PunchIf caster's speed is above 1000, for an additional 1000 Mana, the caster can cast an additional Electron Punch in the same turn.

Triple PunchIn addition to the Double Punch, if caster's speed is above 3000, for an additional 1000 Mana, the caster can cast an additional Electron Punch in the same turn.

Selective StrikeIf caster's INT is above 100, the caster will aim for the target's brain, giving a 5% Chance to make the target loses one turn for the next round.If caster's INT is above 200, + 5% Additional Chance to make the target loses one turn for the next round.

Level 4:

Mana Cost: 2000 Mana

Description:Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing unbearable pain. The powerful discharge of the electrons also damages nearby targets, friend or foe.

Effects:

Deals 1000 Electric Damage to target.

Deals 500 Electric Damage to nearby units.

Lowers affected units' speed by 5% [Stackable] [Temporary Effect]

Knocks target back 50m. Knocks other nearby units by 2m.

Spell Mastery:

Double SpellIf caster's Magic Level is above 10000, the caster can cast two Electron Punch at the same time, each having Double Punch, Triple Punch, and Selective Strike, if the criteria are met.Effects apply per spell (per punch as well, of course)

Double PunchIf caster's speed is above 1000, for an additional 2000 Mana, the caster can cast an additional Electron Punch in the same turn.

Triple PunchIn addition to the Double Punch, if caster's speed is above 3000, for an additional 2000 Mana, the caster can cast an additional Electron Punch in the same turn.

Selective StrikeIf caster's INT is above 100, the caster will aim for the target's brain, giving a 5% Chance to make the target loses one turn for the next round.If caster's INT is above 200, + 5% Additional Chance to make the target loses one turn for the next round.If caster's INT is above 300, + 5% Additional Chance to make the target loses one turn for the next round.

Rain electrons!

With the blink of an eye, the caster cast a rain of electrons in the area that creates flash lightnings that hurts every other units present in the battlefield except the caster.

This spell require the caster's speed to be 'Over-limit'.

Level 1:

Mana Cost: 5'000 Mana

Area of Effect: Entire Battlefield

Description:It is advised to call all allies to pull out of battlefield before casting. Else, the results could be devastating.